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m (→Stage layout: Moving stuff around and reducing first-person.) |
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==Stage layout== | ==Stage layout== | ||
Like its predecessors, Final Destination consists of a single [[platform]] with [[ledge]]s that can be grabbed. Compared to previous iterations, it appears to have crystalline texture with mechanical elements, along with a background traveling through what appears to be space. This iteration of Final Destination is shorter than in past games, now being the same length as {{SSBU|Battlefield}}. This is also true of all [[Ω Form]]s. Anytime the stage is loaded, it will start on a different background | Like its predecessors, Final Destination consists of a single [[platform]] with [[ledge]]s that can be grabbed. Compared to previous iterations, it appears to have crystalline texture with mechanical elements, along with a background traveling through what appears to be space. This iteration of Final Destination is shorter than in past games, now being the same length as {{SSBU|Battlefield}}. This is also true of all [[Ω Form]]s. Anytime the stage is loaded, it will start on a different background. | ||
While in [[Vs. Mode]] with more than 4 players, the stage itself increases to be 1.5 times its normal size, while increasing its camera boundaries and blast-lines to compensate; this is also stated as a tip in the Stage Tips Section in the game. This also affects all [[Ω form]] variations of any stage as well. | While in [[Vs. Mode]] with more than 4 players, the stage itself increases to be 1.5 times its normal size, while increasing its camera boundaries and blast-lines to compensate; this is also stated as a tip in the Stage Tips Section in the game. This also affects all [[Ω form]] variations of any stage as well. | ||
If the music to this stage is played backwards, part of [[Lifelight]] can be heard. | |||
===[[Adventure Mode: World of Light]]=== | ===[[Adventure Mode: World of Light]]=== |
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